dw333 Posted January 31, 2006 Posted January 31, 2006 (edited) add these lines to xwing in spacefighters.xml yes <-------already on yesand HP_BOMBER_01, HP_BOMBER_03 HP_Bomber_01 is torpedoes (i think)HP_Bomber_03 is bombs (for ground attack, i think) and the sound files from the y-wing torpedo firing, i will add these later Edited January 31, 2006 by Cain Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
swgbex Posted January 31, 2006 Posted January 31, 2006 these hardpoints are really lookin like the bones in generals.. exexpt destructible....very interestingin generals once the vehicle took enough damage.u could hide parts of the model.. or revert to a new model altogether.. .. and create the illusion of hard point destruction :/ Basically tho i found out that if u dont have the hardpoints in the code.. anywhere. the model has full health.. but its hardpoints gone.. and its smokin at those hardpoints.. since i didnt code the smoke coming out of the hardpoints....they must be something in the hardpoint itself.. saying.. destroyed=smoking hardpoint This could really be used by making a generic ion cannon.. missile launcher.. ect ect.. and placing them on units.. and u only have to code the hardpoint once. :/ sorry i rambled too much http://www.swgbex.com/sig.jpgHehe IA 2 venator
RogueJedi Posted January 31, 2006 Posted January 31, 2006 Actually that's a terrible way to do it, it gives them a second laser because you haven't removed the existing laser and HP_BOMBER_03 is the laser for Y-Wing. A better way would be to create your own X-Wing hardpoints, add them via then remove the existing laser in the X-Wing.
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